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A Gamified Solution to Brief Interventions for Nightlife Well-Being

机译:简短干预夜生活的游戏化解决方案

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This paper addresses a specific type of intervention for health and wellbeing, i.e., brief interventions during nightlife events, aimed at improving partygoers' awareness of the risks related to the consumption of psychoactive substances. It is argued that a gamified modality would help overcome some limiting contextual constraints while preserving the seriousness of the intervention purpose. To support this last point, the paper describes two studies (N = 227, N = 81 respectively). The first study was conducted in the field; it was found that after a game session, users' self-reported awareness of nightlife risks increased significantly from pre-session scores. In addition, users evaluated the intervention as credible in terms of its accuracy, novelty, and contextual appropriateness. The second study showed, under controlled laboratory conditions, that the number of correct answers about substance consumption consequences, substance characteristics, and risk prevention choices improved after the game session. Together, these studies suggest that using gamification as an attractor would not compromise the serious goals of this intervention modality.
机译:本文介绍了一种特定类型的健康和福祉干预措施,即夜生活事件期间的简短干预措施,旨在提高聚会者对与服用精神活性物质有关的风险的认识。有人认为,游戏化的方式将有助于克服一些局限性的语境限制,同时保持干预目的的严肃性。为了支持最后一点,本文描述了两项研究(分别为N = 227,N = 81)。第一项研究是在野外进行的。研究发现,游戏结束后,用户自我报告的夜生活风险意识比会前得分显着提高。此外,用户在干预措施的准确性,新颖性和上下文适当性方面认为干预措施是可信的。第二项研究表明,在受控的实验室条件下,有关游戏后的物质消耗后果,物质特征和风险预防选择的正确答案数量有所增加。总之,这些研究表明,使用游戏化作为吸引者不会损害这种干预方式的严格目标。

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